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Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect

Fix for Docking Computer crashing into back of station when approaching from rear

Fix for Docking Computer crashing into Qwent Research tower when coming in to land

When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup

In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first

Info in status panel now only shows scrollbar when focused

Xbox One: File loading optimisations

Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship

Various mission template fixes

When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value

Fixed missing info text for data link scanner

Fixed some shadowing artefacts in the terrain rendering

Fixed station interior changing when the station in under influence of a UA

Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates

Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die

Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates

Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile

Reduced exploration rank boost from passengers as it was way too high

Occupied passenger cabin modules can no longer be stored using the store multiple menu

Fixed NPC passengers not showing up properly after a manifest scan

Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow

Missions

Make sure that the mission filter doesn't show illegal salvage when set to legal

Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination

Multi-stage mission support added (different to wrinkles)

Highlight a mission that is a direct consequence of completing a previous mission

Fixed mission messages being duplicated during transitions

Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)

Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate

Improve the chance of rank up and engineer missions being available

Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate

The ancient codex now resets approximately 30 seconds after being scanned

Decouple normal missions and passenger missions selection, so a full allocation is available to each type

Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed

Prevent delivery scoop missions from appearing in systems without a landable planet

Stop player getting spammed with an inbox message from in space planetary hitmen missions

Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)

Added a variable generator to find a faction and station in the same system as a given station

Fixed superpower filtering in faction station generators

NPCs

Fix NPCs not having the long FSD cooldown after interdictions

Added the Independent Fighter to alliance and independent faction navies

Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance

NPC docking improvements

Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins

Make sure that we have the correct faction before using the automatic loadout for NPC archetypes

Don't report that the player is clean when being scanned when they are not

Balance pass for AI interdiction ability, to make it slightly easier

Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type

Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0

Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP

Changes to extend AI terrain avoidance on higher gravity worlds

Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters

Fix Pirate Hunter Hostile behaviour so that they attack after interdicting

In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes

For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply

Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing

Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo

Threaten time changed to 15s (from 18s) now that it's displayed in chatter

Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked

Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player

Pirates should now make it clear what cargo can be dropped to apease them

Stop NPCs in ships that can't jump (like fighters) from trying to do so

When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped

Fix for pirate hunter hostiles not always being wanted

Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%

Make sure that NPCs properly evaluate cargo worth to prevent some odd cases

Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working

Stations/Ports

When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out

Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning

Stations can now be placed within rings

Stations can now be placed within asteroid clusters

Fix for inner docks not using their own module list and instead always the default modules

Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians

Adjusted several garages in this location as planet terrain was poking through the floors

Fixed ugly circle caused by fog being incorrectly clipped in stations

Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible

Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)

Adjusted the heat ring texture to get back some of the glow which had been lost

Fixed LODs on the "Rich" road sections

CPU optimisations around stations and capital ships

Station Services

Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship

Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour

Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process

Fixed module transfer timer wrapping around when the arrival time is in the past

Don't show the Livery button if outfitting isn't available at that location

Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server

Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop

Remove button missing under Adjust Experimental effect screen fixed

Fighters/Crew

Crew rank does not update on the contacts or ship GUI after ranking up fixed

Optimisations for load times on fighters and SRVs

Perform extra crew resync after crew lounge role reassignment

Fighters no longer 'red out'

Crew being set to 'flying fighter' when switching into the fighter

Prevent transaction error when entering supercruise while a fighter is docking

Make fighter orders control group not conflict with non-ship (egSRV driving) controls

Fix for crew cut of commodity trades being calculated on the client incorrectly

Weapons

Strengthening drone vfx as they were very difficult to see at long range

Updated laser impact effects so that they are compatible with weapon colouring

Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed

Seeker Missile target hologram fixed

Added two turreted mining lasers

Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)

Fix for Shield Cell bank displaying incorrect ammo amounts

Controls

Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list

Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC

Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls

Allowed the alternate control bindings to have inverted axis

POIs/USSs

Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become

Added additional installation scenarios

Medical installation added

Added Space Bar installation

Added Space Farm installation

Added Government installation

Added new Security Station installation

Colour variations for installations added

Enable replication of scannable space wreckage so that they are visible to all players

Changes to stop Unknown Probes jumping about and rolling up hill on planets:

The slow spinning animation did not work at all with things on the floor, it's been removed

Align to planet and align to system no longer apply when the object they're aligning is near a planet

Skimmers currently don't report hostiles to their owning settlement fixed

Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole

Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed

If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.

Improved headlights on SRV for higher quality levels

Fix issue where srv could still be driven even though it was

Fix issue where the buggy was taking forever to cool down after taking heat damage

Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not

Optimisations to buggy headlight lens flares

CQC

Rebalanced capacitor and charge rates to be the same across the different ships

Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live

Fix an error when accepting an invite from someone who has already joined a game

Fix an issue with the CQC default player starting params getting modified

Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Render

Fix for hard edge on pfx smoke texture loop textures

Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood

Added descriptions to various graphics setting options

HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent

Improved PFX lodding

Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)

Fixed the lens flare's having a 1 pixel line down the right hand side

Fixed black line at the centre of insanely high res screenshots

Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings

Galaxy Map

System map initialisation optimisations

Galaxy map memory and performance optimisations

Disable HBAO when using the galaxy map as it is not used

Fix System Map not updating when scanning planets while open

Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter

Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled

Systems that don't have meta-data now display as having pristine reserves in the system map

Powerplay

Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power

Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal

Set powerplay help scrollbar to external, to prevent text from truncating

Controls

Can no longer use mouse 2 as back in station services menu fixed

When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons

Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

Commander Stats

Fix number of fines increasing whenever a mission has failed without a fine being levied

When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4

VR

Made the schematics render in stereo

Added dithering support to tackle banding in VR

Fixes to some of the cockpit VR cameras

Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768

Added Python ship kit VR hangar cameras

Player Journal

Added journal events for multicrew

Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch

Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries

When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot

Added a journal entry when gaining Federation or Empire rank

Added "Target" property in player journal when recording a kill

Fix for getting the correct faction when docking at a station (to write into the journal)

Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV

Add a "StartJump" PlayerJournal event, at the start of the jump Countdown

Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal

At the start of a jump, include the target star's spectral type in the journal

When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation

Include Faction info in RedeemVoucher event in Player Journal

When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'

Record journal entry when in SRV and the pilot's ship takes off or lands

Added journal entry for setting a ship name

Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping

Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere

Include target faction and count in Player Journal when accepting a mission

Added info in player journal at startup with Cargo, Materials, Passengers, Loadout

Add a player journal event when scanned (on scan complete)

Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight

Include the name of the destination starsystem in the "StartJump" player journal

When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)

When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority

The "Loadout" data now includes health and value for each module

Audio Change Log

Audio Additions

Added audio for the FSD supercharge including voice alerts

Added ambient audio details to the starport inner-dock variants

3 New flight controllers – Empire, Anarchy, Independent

Many audio optimisations and mix improvements

Additional Wavescanner sounds

Secret stuff. Shhh.

Technical Audio Changes

New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed.